yfyfyfyfyfy
The dumbest man
I don't know if there will be many people, but let's try it
hey guys, weekends ahead and why don't we just make a little level out of squares in UDMF? because why not. because we can.
hurry up, time is running out!
have fun
hey guys, weekends ahead and why don't we just make a little level out of squares in UDMF? because why not. because we can.
hurry up, time is running out!
1. let's do this in UDMF format. don't know what it is? read it. don't know where to mapping? there's something for that called Ultimate Zone Builder (click me!).
2. choose one of three squares - 2048, 4096 or 8192. you can download the file attached under this topic as a starting point. 4096 is the most reliable because it is not so big and not so small. you may not use the entire available space, but make sure that it at least roughly fits one of the three squares. that's the point - make everything in square. EVERYTHING fits into this, including control sectors, skyboxes and polyobjects
3. the entrance and exit should be 512 francunits long and 256 francunits high. in the example there are two linedefs that will help you. mark the beginning with a player start.
4. no music. no emerald tokens. no map-headers parameters. maximum 1 emblem. if you want to change something that can be changed through linedef executors - go ahead (but not music!). the only thing is that you will need to indicate what the sky will be like.
5. you can use any custom stuff, but don't overwrite the existing one. be careful with lua!!! if you use lua, make sure it only affects your part of the level and won't affect others.
6. try not to change the height too much. make the ceiling height approximately 512-1024 francunits. don't allow the difference between entrance and exit to be more than 4096 francunits
7. your map number must be MAP01.
8. SkyboxScaleX/Y/Z is 16 by defailt
2. choose one of three squares - 2048, 4096 or 8192. you can download the file attached under this topic as a starting point. 4096 is the most reliable because it is not so big and not so small. you may not use the entire available space, but make sure that it at least roughly fits one of the three squares. that's the point - make everything in square. EVERYTHING fits into this, including control sectors, skyboxes and polyobjects
3. the entrance and exit should be 512 francunits long and 256 francunits high. in the example there are two linedefs that will help you. mark the beginning with a player start.
4. no music. no emerald tokens. no map-headers parameters. maximum 1 emblem. if you want to change something that can be changed through linedef executors - go ahead (but not music!). the only thing is that you will need to indicate what the sky will be like.
5. you can use any custom stuff, but don't overwrite the existing one. be careful with lua!!! if you use lua, make sure it only affects your part of the level and won't affect others.
6. try not to change the height too much. make the ceiling height approximately 512-1024 francunits. don't allow the difference between entrance and exit to be more than 4096 francunits
7. your map number must be MAP01.
8. SkyboxScaleX/Y/Z is 16 by defailt
no theme! do what you want, the main thing is that it complies with the rules of this topic and MB
write that you are participating - PM in discord that best one (yfyfyfyfyfy), PM in MB or send a message in this thread.
great! keep in mind that this will be pk3, but you can do wad as well. add to your map the tag you chose for the map size (example: 4096_my_cool_level.wad
you can submit the level using the same methods: PM in discord/PM in MB/or send in this thread.
if there are any minor problems, I'll try to fix it myself.
you can submit the level using the same methods: PM in discord/PM in MB/or send in this thread.
if there are any minor problems, I'll try to fix it myself.
have fun
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